What is your Favorite PNP spells you'd like to add to NWN2?
#1
Posté 05 novembre 2010 - 07:34
In order to get lots of spells listed please list your top 10 spells you'd like to see implemented which we don't have. Asking for 10 allows me to review your requests and still get valuable input despite some spells not being things i can ever really implement like the "fly" spell which is waiting on the community adding more features to the engine. Others like teleport create their own issues. Also most don't know the many spells added by myself, kaedrin, syrus, or other source's off the top of their heads.
One thing i think about a lot is game balance as well, so for example if you wish dimension door, then dimensional anchor is needed to counteract it (note i have those already). If a spell is needed to address a perceived balance issue with classes, to either give them a defense or attack they have in pnp. I added "reciprocal gyre" for example to eliminate the issue caused by buff dependent opponents. Any input on this is most helpful to my planning out what i add. I also have been leaning towards non cleric spells for this reason.
Please keep on topic of these being new spells, while current spells like the bigby's do need a lot of work, my focus is on which ones i should focus on next. I also prefer spells which add new options and aren't just variations of existing spells. If it's a custom spell from your PNP campaign/dragon magazine/D&D basic rules/etc. which is very unique and don't mind sharing i can look at that as well, just give me the complete description which can work in 3.5 rules.
If you play on sea of dragons or dungeon eternal X you can get an idea of some of the ones already implemented, however if you just base your requests based on what is not in the default game, it should give me enough to go on.
So please list the top 10 spells you would like to see added to NWN2 in order by priority. I'll use this in planning what i add next to the game for my PW, and other PW's or modules who decide to use my scripts.
#2
Posté 05 novembre 2010 - 08:12
4th level bard Unluck: Target remakes all rolls, uses worse result for 1 round/level.
7th level wizard (necromancy) Sword of Darkness: Blade of negative energy attacks independently, deals 1d4 damage, bestows one negative level.
#3
Posté 05 novembre 2010 - 11:32
Necromancy
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You gesture toward your ally and call upon
the power of your beliefs. A soft, golden glow
appears on your companion’s chest, around
his heart.
The subject of this powerful spell is
unable to die from hit point damage.
While under the protection of this
spell, the normal limit of –9 hit points
before a character dies is extended
without limit. A condition or spell that
destroys enough of the subject’s body
so as to not allow raise dead to work,
such as a disintegrate effect, still kills the
creature, as does death brought about
by ability score damage, level drain, or
a death effect.
The spell does not prevent the
subject from entering the dying state
by dropping to –1 hit points. It merely
prevents death as a result of hit point
loss.
If the subject has fewer than –9
hit points when the spell’s duration
expires, it dies instantly.
#4
Posté 05 novembre 2010 - 11:43
Transmutation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You feel pangs of hunger well up within
your abdomen as you complete the spell.
A blood-red glow of energy radiates from
your intended target and the hunger you felt
subsides. The target creature’s face elongates
into a toothy, dinosaurlike snout filled with
serrated teeth, and its belly distends as if the
creature were undernourished.
The spell’s subject becomes maddened
by terrible pangs of hunger, viewing
all creatures as food sources.
The subject creature gains a new bite
attack that does damage according to
the creature’s size:
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
The subject creature adds 1-1/2 times its
Strength bonus to this damage. If the
creature already has a bite attack that
deals more damage, use that damage
value instead.
The subject creature eschews all
other attacks or actions except for its
new bite attack, but it defends itself
normally. It moves to attack the nearest
living creature it can get to and attacks
this creature until it is dead or until
another living creature is closer. The
subject creature attacks whatever living
creature is nearest, regardless of former
allegiance or personal connection.
If moving toward the nearest living
creature would move the creature into
a dangerous area (precarious footing,
a huge fire, or a deadly trap is in the
way) the subject creature moves around
the hazard if it can or moves to attack
another creature if moving around the
hazard isn’t possible. If such movement
brings the subject creature closer to
another living creature, it attacks that
creature instead. If the subject of the
spell cannot detect or get to a living
creature nearby, it goes looking for one
to attack.
#5
Posté 06 novembre 2010 - 12:29
In fact, a lot of the current spells could use some work. For example, a "20' radius" does not equal a "6 yard width" (case in point: Song of Discord).
Modifié par I_Raps, 06 novembre 2010 - 12:34 .
#6
Posté 06 novembre 2010 - 12:46
Conjuration (Healing)
Level: Cleric 7
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level or until
discharged
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
A golden aura spreads out from your fingertips,
suffusing your ally with a golden glow
that brightens, then fades into her skin.
You surround the subject with an aura
that immediately heals the creature if it
is subjected to an effect that would kill
it (reduce its hit points to –10 or below).
When this event occurs, the fortunate
fate spell intervenes by immediately
triggering a heal spell upon
the target. If the effect is one
that causes harm in a way
that a heal spell can repair
(disease, hit point damage,
ability damage, or poison),
the target does not actually
die, saved by the heal. If the
effect is one that heal cannot
countermand (such as ability
drain, old age, negative levels,
disintegration, ability drain,
or death effects), the fortunate
fate spell cannot prevent the
creature’s death.
Modifié par nicethugbert, 06 novembre 2010 - 12:46 .
#7
Posté 06 novembre 2010 - 01:15
Necromancy [Cold]
Level: Cleric 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius burst centered on
you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The heat in the room seems to rush toward
you, leaving everyone around you in bonechilling
pain while you feel amazingly
refreshed and alive.
You drain the heat from all living creatures
within the affected area except
you. This influx of warmth heals and
empowers you. All affected living creatures
take 1d6 points of cold damage
per caster level (maximum 20d6). For
every living creature that takes damage
from this spell, you gain 2 temporary
hit points. The temporary hit points last
for up to 1 minute per level.
Modifié par nicethugbert, 06 novembre 2010 - 01:15 .
#8
Posté 06 novembre 2010 - 02:17
Abjuration
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until
discharged
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
The spell’s energy makes you feel impervious
to wounds, if only for a limited time.
The indomitability spell protects its
recipient from the first incapacitating
attack the creature suffers during the
spell’s duration. An incapacitating
attack is one that would reduce the
recipient to fewer than 1 hit point.
The attack must be one that deals
damage; the indomitability spell offers
no protection from nondamaging
effects or attacks that kill or destroy
without dealing any damage, such as
death effects. Regardless of how much
damage the attack deals, the recipient
of the indomitability spell takes only
enough damage to be reduced to 1 hp.
The remaining damage from the attack
is ignored. Once the spell protects the
subject in this manner, the spell is
discharged.
Modifié par nicethugbert, 06 novembre 2010 - 02:17 .
#9
Posté 06 novembre 2010 - 02:37
Evocation [Electricity]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Effect: Ring of electricity
Duration: 1 round/2 levels
Saving Throw: See text
Spell Resistance: Yes
Your body quakes as a ring of crackling
electricity explodes from your chest to whirl
about you.
The ring of electricity moves with
you and does not interfere with your
spellcasting or attacks, or with others
attacking you. As long as the lightning
ring is in effect, you gain resistance
to electricity 20. At the beginning of
your turn each round, adjacent creatures
take 10d6 points of electricity
damage, or half that with a successful
Reflex save.
In addition, each round as a free
action at the beginning of your turn,
you can direct two lightning bolts that
deal 5d6 points of electricity damage
each, exactly as the lightning bolt spell
(caster level 5th), in any directions
you choose. Each bolt can be aimed
separately. A creature struck by one of
these bolts can make a Reflex save for
half damage. The DC for this save is
calculated for an 8th-level spell, even
though the bolts mimic a 3rd-level
spell.
Material Components: A small glass
ring and a bit of fur from any animal.
Modifié par nicethugbert, 06 novembre 2010 - 02:37 .
#10
Posté 06 novembre 2010 - 05:09
#11
Posté 06 novembre 2010 - 05:12
would be quite cool. In terms of SRC spells which would be interesting but doable, though, I'd probably go with ones like:
Mordenkainen's Faithful Hound
Shambler (would need models though).
Obscuring Mist
Shillelagh (it was lame in BG but could be nice if balanced).
Insanity
Rusting Grasp would be awesome but might need a bit more work depending on how you wanted to implement it.
Negative Energy Ray & Burst wouldn't be that exciting but I'd probably prioritise them since Necros have very few "bread and butter" spells, particularly at those levels. Of course, there are a bunch of other such spells like Agannazar's Scorcher which would be nice, but I'd rather have interesting things and non-evocation ones (Evocation is cool, but that's the problem... other schools need to be made cooler to match it). Basically any Abjuration spell which invokes a save would be gold dust too since it would mean there's actually a reason to take Spell Focus (Abjuration).
Also more Druid and to a lesser extent Bard spells are always welcome.
Modifié par The Fred, 06 novembre 2010 - 05:14 .
#12
Posté 06 novembre 2010 - 05:25
I'm ignoring caster bard spells because I don't think they get built much nor are there spells that would cause people to do so. Their offensive spells are mostly very limited mind affecting which many opponents are immune to in the OEI modules. Also, the opponents would be dead sooner from an Ice Storm. Wiz/sorc do have strong mind affecting spells. So, because they are strong, I include some.
I'm avoiding spells that are already in Kaedrin's class Pack.
I'm also avoidng summons because of model complications.
Modifié par nicethugbert, 06 novembre 2010 - 05:32 .
#14
Posté 06 novembre 2010 - 07:00
kamalpoe wrote...
Shambling mound is a default modelThe Fred wrote...
Shambler (would need models though).
I'm in favor of non damage dealing and non combat spells.
Me too. I'm especially in favor of spells that affect the environment (as you can see from my handle, I'm really interested in transmutative effects). Unfortunately, with a generally static environment (walkmeshes) and no z-axis as well, many of these are quite difficult to capture in NWN2. Perhaps with Pain's environmental overhauls it could become easier.
So, here are some of mine:
Reverse Gravity
Transmute Rock to Mud/Mud to Rock
Control Weather
Wind Walk
Wall of Thorns/Stone/Force/Iron
Polymorph Any Object
#15
Posté 06 novembre 2010 - 07:42
#16
Posté 06 novembre 2010 - 07:42
Modifié par nicethugbert, 06 novembre 2010 - 09:07 .
#17
Posté 06 novembre 2010 - 09:10
kamalpoe wrote...
Shambling mound is a default modelThe Fred wrote...
Shambler (would need models though).
I'm in favor of non damage dealing and non combat spells.
Oh yeah, no expansions over here.
Personally I too would love some more non-combat spells, but they really need to be built into the module from the start - imaging, for example, telepathy. That'd be really cool (and I'm thinking of having it in my module) but it's need people to put stuff in convos etc right from the word "go". So, many of these spells would be really hard to implement.
Non-damage-dealing are also good since we already have a lot of damage-dealing ones, though as I said I'd make Neg Energy Ray/Burst exceptions since Necromancy has very few damamge-dealing ones, and at least with something like NEB as compared with a plain Fireball, you lose some damage for a strength drain.
Stuff like Larloch's Minor Drain would be quite nice, too.
#18
Posté 06 novembre 2010 - 09:14
#19
Posté 06 novembre 2010 - 09:29
#20
Posté 06 novembre 2010 - 09:58
Already Implemented ( go on Sea of Dragons ( in roleplay ) or Dungeon Eternal X ( in action ) to see them, or on citadel )
- Neg Energy Ray/Burst ( all nwn1 spells were done by reeron )
- Obscuring Mist ( it is a combo spell, 50% displacement in large AOE, use faery fire on targets which negates all concealment )
- Wall of Stone/Iron/Ice ( syrus did this, i would like real models that look bettter )
- Control Weather ( weather system i implemented based on some existing systems )
- Faerie Fire ( kaedrin did this, i redid vfx )
- Glitterdust ( Syrus did this, i did vfx )
In progress
- Larloch's Minor Drain
- Nondetection - really just is depending on other spells that detect and how they work
Look at
- Heat Drain
- Wall of Thorns/Force
- Wind Walk
- Polymorph Any Object
- Mordenkainen's Faithful Hound
- Shambler (would need models though).
- Shillelagh (it was lame in BG but could be nice if balanced) - define it in a way that balances
- Insanity
- Rusting Grasp
- LIGHTNING RING
- Indomitability - Leery Of These Immortal Flag Spells For Balance Reasons unless some weakness also is given so it becomes something that forces player to think
- Fortunate Fate
- Delay Death
- Heat Drain
- Refusal - need more info but sounds amusing
- Sword of Darkness
Module specific ( more a feature of the module than a feature of the spell, in a PW could just send a message to DM )
- telepathy
- teleport
- magic jar
- wish
Probably beyond what i can do ( or needs clear in game description of how they work, or heavy duty support from modelers and animators, need a good bigby hand creature first )
- Reverse Gravity
- Transmute Rock to Mud/Mud to Rock
- DIRE HUNGER
- Unluck
Open ended spells like wish can be implemented like in baldurs gate, where they gave certain benefits via radial
Wish, Miracle and the greater, minor, lesser variations thereof, it would be good to not just rehash 5 other spells and instead have 5 new effecShadow Evocation i have but it's the same deal, it should provide 5 subradials for the choice of what happens but it should call unique things instead of just rehashing lower level spells.
Modifié par painofdungeoneternal, 06 novembre 2010 - 10:13 .
#21
Posté 06 novembre 2010 - 10:03
Modifié par nicethugbert, 06 novembre 2010 - 10:04 .
#22
Posté 06 novembre 2010 - 10:07
BRAMBLES
Transmutation
Level: Cleric 2, druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Wooden weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
With the sound of twisting wood, the
weapon you touch grows sharp spikes like
rose thorns.
For the duration of the spell, the weapon
deals both piercing and bludgeoning
damage. It gains a +1 enhancement
bonus on its attacks and also gains a
+1 enhancement bonus per caster level
on melee damage rolls (maximum +10).
This spell works only on melee weapons
with wooden striking surfaces. For
instance, it does not work on a bow, an
arrow, or a metal mace.
Material Component: A small thorn.
Modifié par nicethugbert, 06 novembre 2010 - 10:10 .
#23
Posté 06 novembre 2010 - 10:14
#24
Posté 06 novembre 2010 - 10:23
The ice one is transparent via VFX in addition to a wall of fire type cold damage AOE.
Nicethugbert, i have 400 spells to work on based on looking thru those same books, making that 500 spells by including a lot more does not help, please list your 10 favorites in some sort of order so i can work on LESS instead of MORE. This means you choose which ones are more important for whatever reason. Having LESS means i get to actually do and release more things, and do those things better, and release the better spells sooner than later. Main reason i am asking for so many is because i am assuming 50/50 of what is requested is going to not be things i can reasonably do in the engine.
#25
Posté 06 novembre 2010 - 10:25
RAY OF STUPIDITYnicethugbert wrote...
I don't know which are my fav 10 but I went through the Spell Compendium and picked out the spells I find reasonbly feasible and useful. NTB's Spell Picks
Enchantment (Compulsion)
....
Adding that is worth it for the spell name alone.





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